Brightness & Gamma

Browsing 8 commands in this category.

r_ignoreHWGamma bool

Determines whether the game overrides monitor gamma (0) or uses desktop (1). Set to 0 for in-game gamma/overbright control—essential for custom brightness.

r_ext_gamma_control bool

Enables direct GPU driver gamma access (NVIDIA/AMD). Keep on for reliable adjustments; off may limit control on some hardware.

r_gamma float

Overall screen luminance multiplier. Higher values brighten dark areas without color shift. IPS/OLED often need 1.1-1.3; fullscreen required.

r_mapOverBrightBits int

Ambient map geometry brightness multiplier. Higher makes shadows drastically lighter; 2-3 balances visibility without washout.

r_overBrightBits int

Multiplies the brightness of moving entities (players, items, weapons). If you use Vertex Lighting (r_vertexLight 1), you MUST set this to 2 or higher, otherwise enemy models will appear completely pitch black. Fullscreen required.

r_intensity float

Acts as a saturation and vibrance multiplier. While Gamma washes the screen out with white light, Intensity specifically makes map and enemy colors 'pop' more aggressively. 1.1-1.2 enhances enemy visibility subtly.

r_mapOverBrightCap int

Sets a hard limit on how bright map textures can become when using high Overbright settings. 255 allows full range without clipping—default for natural lighting.

r_fullbright bool

Renders all textures on the map without any shadows or lighting. Warning: This is considered a cheat by the Quake Live engine and will NOT work in online multiplayer servers. Requires sv_cheats 1.